diff options
author | Brian Paul <brian.paul@tungstengraphics.com> | 2008-09-10 18:22:00 -0600 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2008-09-11 10:39:28 -0600 |
commit | 284ab5a6127f8b452acaa0e10ac1d9ebc87fac3e (patch) | |
tree | 9a443b1d850966178360b17d208e28a1d05481c0 /src/gallium/drivers/cell/ppu/cell_gen_fragment.c | |
parent | ee582fd3a7a9ddbcb5595249201cf213a6c6f014 (diff) |
cell: checkpoint commit of new per-fragment processing
Do code generation for alpha test, z test, stencil, blend, colormask
and framebuffer/tile read/write as a single code block.
Ian's previous blend/z/stencil test code is still there but mostly disabled
and will be removed soon.
Diffstat (limited to 'src/gallium/drivers/cell/ppu/cell_gen_fragment.c')
-rw-r--r-- | src/gallium/drivers/cell/ppu/cell_gen_fragment.c | 530 |
1 files changed, 530 insertions, 0 deletions
diff --git a/src/gallium/drivers/cell/ppu/cell_gen_fragment.c b/src/gallium/drivers/cell/ppu/cell_gen_fragment.c new file mode 100644 index 0000000000..df29476be6 --- /dev/null +++ b/src/gallium/drivers/cell/ppu/cell_gen_fragment.c @@ -0,0 +1,530 @@ +/************************************************************************** + * + * Copyright 2008 Tungsten Graphics, Inc., Cedar Park, Texas. + * All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the + * "Software"), to deal in the Software without restriction, including + * without limitation the rights to use, copy, modify, merge, publish, + * distribute, sub license, and/or sell copies of the Software, and to + * permit persons to whom the Software is furnished to do so, subject to + * the following conditions: + * + * The above copyright notice and this permission notice (including the + * next paragraph) shall be included in all copies or substantial portions + * of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + + + +/** + * Generate SPU per-fragment code (actually per-quad code). + * \author Brian Paul + */ + + +#include "pipe/p_defines.h" +#include "pipe/p_state.h" +#include "rtasm/rtasm_ppc_spe.h" +#include "cell_context.h" +#include "cell_gen_fragment.h" + + + +/** Do extra optimizations? */ +#define OPTIMIZATIONS 1 + + +/** + * Generate SPE code to perform Z/depth testing. + * + * \param dsa Gallium depth/stencil/alpha state to gen code for + * \param f SPE function to append instruction onto. + * \param mask_reg register containing quad/pixel "alive" mask (in/out) + * \param ifragZ_reg register containing integer fragment Z values (in) + * \param ifbZ_reg register containing integer frame buffer Z values (in/out) + * \param zmask_reg register containing result of Z test/comparison (out) + */ +static void +gen_depth_test(const struct pipe_depth_stencil_alpha_state *dsa, + struct spe_function *f, + int mask_reg, int ifragZ_reg, int ifbZ_reg, int zmask_reg) +{ + ASSERT(dsa->depth.enabled); + + switch (dsa->depth.func) { + case PIPE_FUNC_EQUAL: + /* zmask = (ifragZ == ref) */ + spe_ceq(f, zmask_reg, ifragZ_reg, ifbZ_reg); + /* mask = (mask & zmask) */ + spe_and(f, mask_reg, mask_reg, zmask_reg); + break; + + case PIPE_FUNC_NOTEQUAL: + /* zmask = (ifragZ == ref) */ + spe_ceq(f, zmask_reg, ifragZ_reg, ifbZ_reg); + /* mask = (mask & ~zmask) */ + spe_andc(f, mask_reg, mask_reg, zmask_reg); + break; + + case PIPE_FUNC_GREATER: + /* zmask = (ifragZ > ref) */ + spe_cgt(f, zmask_reg, ifragZ_reg, ifbZ_reg); + /* mask = (mask & zmask) */ + spe_and(f, mask_reg, mask_reg, zmask_reg); + break; + + case PIPE_FUNC_LESS: + /* zmask = (ref > ifragZ) */ + spe_cgt(f, zmask_reg, ifbZ_reg, ifragZ_reg); + /* mask = (mask & zmask) */ + spe_and(f, mask_reg, mask_reg, zmask_reg); + break; + + case PIPE_FUNC_LEQUAL: + /* zmask = (ifragZ > ref) */ + spe_cgt(f, zmask_reg, ifragZ_reg, ifbZ_reg); + /* mask = (mask & ~zmask) */ + spe_andc(f, mask_reg, mask_reg, zmask_reg); + break; + + case PIPE_FUNC_GEQUAL: + /* zmask = (ref > ifragZ) */ + spe_cgt(f, zmask_reg, ifbZ_reg, ifragZ_reg); + /* mask = (mask & ~zmask) */ + spe_andc(f, mask_reg, mask_reg, zmask_reg); + break; + + case PIPE_FUNC_NEVER: + spe_il(f, mask_reg, 0); /* mask = {0,0,0,0} */ + spe_move(f, zmask_reg, mask_reg); /* zmask = mask */ + break; + + case PIPE_FUNC_ALWAYS: + /* mask unchanged */ + spe_il(f, zmask_reg, ~0); /* zmask = {~0,~0,~0,~0} */ + break; + + default: + ASSERT(0); + break; + } + + if (dsa->depth.writemask) { + /* + * If (ztest passed) { + * framebufferZ = fragmentZ; + * } + * OR, + * framebufferZ = (ztest_passed ? fragmentZ : framebufferZ; + */ + spe_selb(f, ifbZ_reg, ifbZ_reg, ifragZ_reg, mask_reg); + } +} + + +/** + * Generate SPE code to perform alpha testing. + * + * \param dsa Gallium depth/stencil/alpha state to gen code for + * \param f SPE function to append instruction onto. + * \param mask_reg register containing quad/pixel "alive" mask (in/out) + * \param fragA_reg register containing four fragment alpha values (in) + */ +static void +gen_alpha_test(const struct pipe_depth_stencil_alpha_state *dsa, + struct spe_function *f, int mask_reg, int fragA_reg) +{ + int ref_reg = spe_allocate_available_register(f); + int amask_reg = spe_allocate_available_register(f); + + ASSERT(dsa->alpha.enabled); + + if ((dsa->alpha.func != PIPE_FUNC_NEVER) && + (dsa->alpha.func != PIPE_FUNC_ALWAYS)) { + /* load/splat the alpha reference float value */ + spe_load_float(f, ref_reg, dsa->alpha.ref); + } + + /* emit code to do the alpha comparison, updating 'mask' */ + switch (dsa->alpha.func) { + case PIPE_FUNC_EQUAL: + /* amask = (fragA == ref) */ + spe_fceq(f, amask_reg, fragA_reg, ref_reg); + /* mask = (mask & amask) */ + spe_and(f, mask_reg, mask_reg, amask_reg); + break; + + case PIPE_FUNC_NOTEQUAL: + /* amask = (fragA == ref) */ + spe_fceq(f, amask_reg, fragA_reg, ref_reg); + /* mask = (mask & ~amask) */ + spe_andc(f, mask_reg, mask_reg, amask_reg); + break; + + case PIPE_FUNC_GREATER: + /* amask = (fragA > ref) */ + spe_fcgt(f, amask_reg, fragA_reg, ref_reg); + /* mask = (mask & amask) */ + spe_and(f, mask_reg, mask_reg, amask_reg); + break; + + case PIPE_FUNC_LESS: + /* amask = (ref > fragA) */ + spe_fcgt(f, amask_reg, ref_reg, fragA_reg); + /* mask = (mask & amask) */ + spe_and(f, mask_reg, mask_reg, amask_reg); + break; + + case PIPE_FUNC_LEQUAL: + /* amask = (fragA > ref) */ + spe_fcgt(f, amask_reg, fragA_reg, ref_reg); + /* mask = (mask & ~amask) */ + spe_andc(f, mask_reg, mask_reg, amask_reg); + break; + + case PIPE_FUNC_GEQUAL: + /* amask = (ref > fragA) */ + spe_fcgt(f, amask_reg, ref_reg, fragA_reg); + /* mask = (mask & ~amask) */ + spe_andc(f, mask_reg, mask_reg, amask_reg); + break; + + case PIPE_FUNC_NEVER: + spe_il(f, mask_reg, 0); /* mask = [0,0,0,0] */ + break; + + case PIPE_FUNC_ALWAYS: + /* no-op, mask unchanged */ + break; + + default: + ASSERT(0); + break; + } + +#if OPTIMIZATIONS + /* if mask == {0,0,0,0} we're all done, return */ + { + /* re-use amask reg here */ + int tmp_reg = amask_reg; + /* tmp[0] = (mask[0] | mask[1] | mask[2] | mask[3]) */ + spe_orx(f, tmp_reg, mask_reg); + /* if tmp[0] == 0 then return from function call */ + spe_biz(f, tmp_reg, SPE_REG_RA, 0, 0); + } +#endif + + spe_release_register(f, ref_reg); + spe_release_register(f, amask_reg); +} + + + +/** + * Generate SPE code to implement the fragment operations (alpha test, + * depth test, stencil test, blending, colormask, and final + * framebuffer write) as specified by the current context state. + * + * Logically, this code will be called after running the fragment + * shader. But under some circumstances we could run some of this + * code before the fragment shader to cull fragments/quads that are + * totally occluded/discarded. + * + * XXX we only support PIPE_FORMAT_Z24S8_UNORM z/stencil buffer right now. + * + * See the spu_default_fragment_ops() function to see how the per-fragment + * operations would be done with ordinary C code. + * The code we generate here though has no branches, is SIMD, etc and + * should be much faster. + * + * \param cell the rendering context (in) + * \param f the generated function (out) + */ +void +gen_fragment_function(struct cell_context *cell, struct spe_function *f) +{ + const struct pipe_depth_stencil_alpha_state *dsa = + &cell->depth_stencil->base; + const struct pipe_blend_state *blend = &cell->blend->base; + + /* For SPE function calls: reg $3 = first param, $4 = second param, etc. */ + const int x_reg = 3; /* uint */ + const int y_reg = 4; /* uint */ + const int color_tile_reg = 5; /* tile_t * */ + const int depth_tile_reg = 6; /* tile_t * */ + const int fragZ_reg = 7; /* vector float */ + const int fragR_reg = 8; /* vector float */ + const int fragG_reg = 9; /* vector float */ + const int fragB_reg = 10; /* vector float */ + const int fragA_reg = 11; /* vector float */ + const int mask_reg = 12; /* vector uint */ + + /* offset of quad from start of tile + * XXX assuming 4-byte pixels for color AND Z/stencil!!!! + */ + int quad_offset_reg; + + int fbRGBA_reg; /**< framebuffer's RGBA colors for quad */ + int fbZS_reg; /**< framebuffer's combined z/stencil values for quad */ + + spe_init_func(f, SPU_MAX_FRAGMENT_OPS_INSTS * SPE_INST_SIZE); + spe_allocate_register(f, x_reg); + spe_allocate_register(f, y_reg); + spe_allocate_register(f, color_tile_reg); + spe_allocate_register(f, depth_tile_reg); + spe_allocate_register(f, fragZ_reg); + spe_allocate_register(f, fragR_reg); + spe_allocate_register(f, fragG_reg); + spe_allocate_register(f, fragB_reg); + spe_allocate_register(f, fragA_reg); + spe_allocate_register(f, mask_reg); + + quad_offset_reg = spe_allocate_available_register(f); + fbRGBA_reg = spe_allocate_available_register(f); + fbZS_reg = spe_allocate_available_register(f); + + /* compute offset of quad from start of tile, in bytes */ + { + int x2_reg = spe_allocate_available_register(f); + int y2_reg = spe_allocate_available_register(f); + + ASSERT(TILE_SIZE == 32); + + spe_rotmi(f, x2_reg, x_reg, -1); /* x2 = x / 2 */ + spe_rotmi(f, y2_reg, y_reg, -1); /* y2 = y / 2 */ + spe_shli(f, y2_reg, y2_reg, 4); /* y2 *= 16 */ + spe_a(f, quad_offset_reg, y2_reg, x2_reg); /* offset = y2 + x2 */ + spe_shli(f, quad_offset_reg, quad_offset_reg, 4); /* offset *= 16 */ + + spe_release_register(f, x2_reg); + spe_release_register(f, y2_reg); + } + + + if (dsa->alpha.enabled) { + gen_alpha_test(dsa, f, mask_reg, fragA_reg); + } + + if (dsa->depth.enabled || dsa->stencil[0].enabled) { + const enum pipe_format zs_format = cell->framebuffer.zsbuf->format; + boolean write_depth_stencil; + + int fbZ_reg = spe_allocate_available_register(f); /* Z values */ + int fbS_reg = spe_allocate_available_register(f); /* Stencil values */ + + /* fetch quad of depth/stencil values from tile at (x,y) */ + /* Load: fbZS_reg = memory[depth_tile_reg + offset_reg] */ + spe_lqx(f, fbZS_reg, depth_tile_reg, quad_offset_reg); + + if (dsa->depth.enabled) { + /* Extract Z bits from fbZS_reg into fbZ_reg */ + if (zs_format == PIPE_FORMAT_S8Z24_UNORM || + zs_format == PIPE_FORMAT_X8Z24_UNORM) { + int mask_reg = spe_allocate_available_register(f); + spe_fsmbi(f, mask_reg, 0x7777); /* mask[0,1,2,3] = 0x00ffffff */ + spe_and(f, fbZ_reg, fbZS_reg, mask_reg); /* fbZ = fbZS & mask */ + spe_release_register(f, mask_reg); + /* OK, fbZ_reg has four 24-bit Z values now */ + } + else { + /* XXX handle other z/stencil formats */ + ASSERT(0); + } + + /* Convert fragZ values from float[4] to uint[4] */ + if (zs_format == PIPE_FORMAT_S8Z24_UNORM || + zs_format == PIPE_FORMAT_X8Z24_UNORM || + zs_format == PIPE_FORMAT_Z24S8_UNORM || + zs_format == PIPE_FORMAT_Z24X8_UNORM) { + /* 24-bit Z values */ + int scale_reg = spe_allocate_available_register(f); + + /* scale_reg[0,1,2,3] = float(2^24-1) */ + spe_load_float(f, scale_reg, (float) 0xffffff); + + /* XXX these two instructions might be combined */ + spe_fm(f, fragZ_reg, fragZ_reg, scale_reg); /* fragZ *= scale */ + spe_cfltu(f, fragZ_reg, fragZ_reg, 0); /* fragZ = (int) fragZ */ + + spe_release_register(f, scale_reg); + } + else { + /* XXX handle 16-bit Z format */ + ASSERT(0); + } + } + + if (dsa->stencil[0].enabled) { + /* Extract Stencil bit sfrom fbZS_reg into fbS_reg */ + if (zs_format == PIPE_FORMAT_S8Z24_UNORM || + zs_format == PIPE_FORMAT_X8Z24_UNORM) { + /* XXX extract with a shift */ + ASSERT(0); + } + else if (zs_format == PIPE_FORMAT_Z24S8_UNORM || + zs_format == PIPE_FORMAT_Z24X8_UNORM) { + /* XXX extract with a mask */ + ASSERT(0); + } + } + + + if (dsa->stencil[0].enabled) { + /* XXX this may involve depth testing too */ + // gen_stencil_test(dsa, f, ... ); + ASSERT(0); + } + else if (dsa->depth.enabled) { + int zmask_reg = spe_allocate_available_register(f); + gen_depth_test(dsa, f, mask_reg, fragZ_reg, fbZ_reg, zmask_reg); + spe_release_register(f, zmask_reg); + } + + /* do we need to write Z and/or Stencil back into framebuffer? */ + write_depth_stencil = (dsa->depth.writemask | + dsa->stencil[0].write_mask | + dsa->stencil[1].write_mask); + + if (write_depth_stencil) { + /* Merge latest Z and Stencil values into fbZS_reg. + * fbZ_reg has four Z vals in bits [23..0] or bits [15..0]. + * fbS_reg has four 8-bit Z values in bits [7..0]. + */ + if (zs_format == PIPE_FORMAT_S8Z24_UNORM || + zs_format == PIPE_FORMAT_X8Z24_UNORM) { + spe_shli(f, fbS_reg, fbS_reg, 24); /* fbS = fbS << 24 */ + spe_or(f, fbZS_reg, fbS_reg, fbZ_reg); /* fbZS = fbS | fbZ */ + } + else if (zs_format == PIPE_FORMAT_S8Z24_UNORM || + zs_format == PIPE_FORMAT_X8Z24_UNORM) { + /* XXX to do */ + ASSERT(0); + } + else if (zs_format == PIPE_FORMAT_Z16_UNORM) { + /* XXX to do */ + ASSERT(0); + } + else if (zs_format == PIPE_FORMAT_S8_UNORM) { + /* XXX to do */ + ASSERT(0); + } + else { + /* bad zs_format */ + ASSERT(0); + } + + /* Store: memory[depth_tile_reg + quad_offset_reg] = fbZS */ + spe_stqx(f, fbZS_reg, depth_tile_reg, quad_offset_reg); + } + + spe_release_register(f, fbZ_reg); + spe_release_register(f, fbS_reg); + } + + + /* Get framebuffer quad/colors. We'll need these for blending, + * color masking, and to obey the quad/pixel mask. + * Load: fbRGBA_reg = memory[color_tile + quad_offset] + * Note: if mask={~0,~0,~0,~0} and we're not blending or colormasking + * we could skip this load. + */ + spe_lqx(f, fbRGBA_reg, color_tile_reg, quad_offset_reg); + + + if (blend->blend_enable) { + /* convert packed tile colors in fbRGBA_reg to float[4] vectors */ + + // gen_blend_code(blend, f, mask_reg, ... ); + + } + + + + /* + * Write fragment colors to framebuffer/tile. + * This involves converting the fragment colors from float[4] to the + * tile's specific format and obeying the quad/pixel mask. + */ + { + const enum pipe_format color_format = cell->framebuffer.cbufs[0]->format; + int rgba_reg = spe_allocate_available_register(f); + + /* Convert float[4] in [0.0,1.0] to int[4] in [0,~0], with clamping */ + spe_cfltu(f, fragR_reg, fragR_reg, 32); + spe_cfltu(f, fragG_reg, fragG_reg, 32); + spe_cfltu(f, fragB_reg, fragB_reg, 32); + spe_cfltu(f, fragA_reg, fragA_reg, 32); + + /* Shift most the significant bytes to least the significant positions. + * I.e.: reg = reg >> 24 + */ + spe_rotmi(f, fragR_reg, fragR_reg, -24); + spe_rotmi(f, fragG_reg, fragG_reg, -24); + spe_rotmi(f, fragB_reg, fragB_reg, -24); + spe_rotmi(f, fragA_reg, fragA_reg, -24); + + /* Shift the color bytes according to the surface format */ + if (color_format == PIPE_FORMAT_A8R8G8B8_UNORM) { + spe_roti(f, fragG_reg, fragG_reg, 8); /* green <<= 8 */ + spe_roti(f, fragR_reg, fragR_reg, 16); /* red <<= 16 */ + spe_roti(f, fragA_reg, fragA_reg, 24); /* alpha <<= 24 */ + } + else if (color_format == PIPE_FORMAT_B8G8R8A8_UNORM) { + spe_roti(f, fragR_reg, fragR_reg, 8); /* red <<= 8 */ + spe_roti(f, fragG_reg, fragG_reg, 16); /* green <<= 16 */ + spe_roti(f, fragB_reg, fragB_reg, 24); /* blue <<= 24 */ + } + else { + ASSERT(0); + } + + /* Merge red, green, blue, alpha registers to make packed RGBA colors. + * Eg: after shifting according to color_format we might have: + * R = {0x00ff0000, 0x00110000, 0x00220000, 0x00330000} + * G = {0x0000ff00, 0x00004400, 0x00005500, 0x00006600} + * B = {0x000000ff, 0x00000077, 0x00000088, 0x00000099} + * A = {0xff000000, 0xaa000000, 0xbb000000, 0xcc000000} + * OR-ing all those together gives us four packed colors: + * RGBA = {0xffffffff, 0xaa114477, 0xbb225588, 0xcc336699} + */ + spe_or(f, rgba_reg, fragR_reg, fragG_reg); + spe_or(f, rgba_reg, rgba_reg, fragB_reg); + spe_or(f, rgba_reg, rgba_reg, fragA_reg); + + /* Mix fragment colors with framebuffer colors using the quad/pixel mask: + * if (mask[i]) + * rgba[i] = rgba[i]; + * else + * rgba[i] = framebuffer[i]; + */ + spe_selb(f, rgba_reg, fbRGBA_reg, rgba_reg, mask_reg); + + /* Store updated quad in tile: + * memory[color_tile + quad_offset] = rgba_reg; + */ + spe_stqx(f, rgba_reg, color_tile_reg, quad_offset_reg); + + spe_release_register(f, rgba_reg); + } + + printf("gen_fragment_ops nr instructions: %u\n", f->num_inst); + + spe_bi(f, SPE_REG_RA, 0, 0); /* return from function call */ + + + spe_release_register(f, fbRGBA_reg); + spe_release_register(f, fbZS_reg); + spe_release_register(f, quad_offset_reg); +} + |